修改可能会影响网格几何体的网格数据时,Unity 的默认行为是向所有 Renderer 组件通知使用
此网格,以便它们可以基于新数据执行重新计算,这些重新计算通常是期望的。例如,MeshRenderer 组件会重新计算其包围盒,ShapeModule 会重新构建用于网格表面发射的内部数据。
如果在使用“高级”网格 API 时提供 MeshUpdateFlags.DontNotifyMeshUsers
标志,则 Unity 会省略这些通知。如果在渲染器组件实际需要更新之前知道会有许多网格修改发生,则这可能对性能大有裨益。
因此必须确保在以后调用 Mesh.MarkModified,以通知相关渲染器组件应执行重新计算。
可以将此标志用于以下“高级”网格 API:
Mesh.SetVertexBufferData、Mesh.SetIndexBufferData 或 Mesh.SetSubMesh
有关从脚本向网格分配数据的较简单方法与较高级方法之间差异的信息,请参阅 Mesh 页面上的说明。
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.